-----Taninim Racial Traits:-----
• Ability Scores: | Dex:-2 | Con:+2 | Cha:+2 |
• Ageless: Taninim gain a +1 cumulative bonus to Intelligence, Wisdom and Charisma for every 500 years they live despite being immune to any other effects of aging.
• Draconic Strength: Taninim multiply the carrying capacity value for their Strength: Largex3, Hugex6, Gargantuanx12, Colossalx24.
• Scaled Hide: Taninim have a +2 natural armor bonus to AC.
• Skylord: Taninim gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against other flying creatures, and a +4 racial bonus on Fly skill checks.
• Superior Awareness: Taninim gain a +2 racial bonus on Perception and Sense Motive skill checks.
• Unfettered Predator: Taninim are limited to using the following item slots: armor, belt, chest, eyes, headband, neck, shoulders, rings, and wrist.
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-----Traits:-----
• Child of the Streets: Gain a +1 trait bonus on Sleight of Hand checks, and it is a class skill.
• Focused Mind: Gain a +2 trait bonus on concentration checks.
• Reactionary: Gain a +2 trait bonus on Initiative checks.
• Serpent Runner: Gain a +2 trait bonus on Intimidate checks to demoralize opponents.
• Vagabond Child: Gain a +1 trait bonus on Disable Device checks, and it is a class skill.
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-----Feats-----
• Combat Training: Adept
• Associated Feats: | Dazzling Display | Improved Unarmed Strike | Branch Pounce |
• Dragon’s Tattoos: Your limbs are treated as masterwork weapons and can be enchanted.
• Zodiac Tattoos: Your skin can be enchanted with armor special abilities as though it was a suit of +1 leather armor. You cannot have a total bonus of armor special abilities higher than +6. You cannot use this ability to add any armor special abilities that add a flat gp amount to their cost.
• Latent Draconic Defense: You gain a draconic defense.
• Latent Draconic Gift: You gain a draconic gift.
• Emergent Divinity(x7): You gain 1 rank of godling divine traits.
• Embrace of the Dark Fey: You gain a +4 bonus on Intimidate checks. You also gain a +2 circumstance bonus to confirm critical hits.
• Draconic Aura-Presence(30')(+2): You can project a draconic aura as a swift action. This aura grants you a bonus on Bluff, Diplomacy, and Intimidate checks.
• Cantrips: You can create a variety of small magical effects. These effects are treated as sphere effects in all ways. They require a standard action to use, have a range of Close, and are either instantaneous or have a duration of 1 hour depending on the effect created.
• Skill Focus-Intimidate: You get a +6 bonus on all checks involving the chosen skill.
• Skill Focus-Perception: You get a +6 bonus on all checks involving the chosen skill.
• Intimidating Prowess: Add your Strength modifier to Intimidate skill checks.
• Extra Combat Talent: Gain a talent.
• Weapon Focus-Natural: Choose one weapon group and gain a +1 bonus on all attack rolls you make using weapons from the selected group.
• Feral Combat Training: While using your natural weapons, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike.
• Cornugon Smash: When you damage an opponent with a Power Attack, you may make an Intimidate check as a free action to demoralize your opponent.
• Shatter Defenses: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.
• Multiattack: Your secondary attacks with natural weapons take only a –2 penalty.
• Dimensional Agility: After casting Teleport, you can take any actions you still have remaining on your turn. You also gain a +4 bonus on Concentration checks when casting Warp spells.
• Dimensional Assault: As a full-round action, you cast Teleport as a special charge. Doing so allows you to teleport up to the maximum distance allowed by the spell and to make the attack normally allowed on a charge.
• Dimensional Dervish: You can take a full-attack action, casting Teleport as a swift action. If you do, you can teleport up to the maximum distance allowed by the spell, dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack.
• Dimensional Savant: While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of your next turn. You can flank with yourself and with multiple allies when using this feat.
• See the Shadow(Gift): You can see without penalty in all types of darkness, including magical darkness.
• Fast as Thought(Knack): You gain a 5' bonus to base land speed. This bonus increases by 5' at 6th level and every subsequent third level, .
• Denied(HO)(2/day): As a free action, you can decide to not be affected by a single attack, combat maneuver, spell, or effect. Uses: 1 + 1 every 8 levels.
• Extra Lives(HO)(3/3): You can come back from the dead, with no penalty, three times.
• Gestalt(HO)-Rogue: Gain all the class features of a class, as if half your total character level was your class level.
• Heroic Grace(HO): Add your Cha bonus to all your saving throws in addition to your normal ability modifier.
• Mental Paragon(HO): Your Intelligence, Wisdom, and Charisma are a base of 18.
• Skill God(HO)-Intimidate: Whenever you make a check for this skill, you always act as if you had rolled a 20.
• Skill God(HO)-Perception: Whenever you make a check for this skill, you always act as if you had rolled a 20.
• Super Speed(HO): You gain an additional move action each round. You may forgo both of your move actions to take a standard action.
• Ultimate Defense(HO)(11/day): When you are hit by an attack roll, you may invoke Ultimate Defense as a free action. The attack misses you. Uses: 1 + Cha.
• Mythic: Mythic Paragon: Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells.
• Mythic: Shatter Defenses: An opponent you affect with Shatter Defenses is flat-footed to all attacks.
• Mythic: Skill God(HO): Gain an additional +20 bonus to skill checks with skills you have selected with the Skill God feat.
• Mythic: Gestalt(HO): When calculating what class features you gain from your gestalt class, add your mythic tier to half your character level.
• Mythic: Mental Paragon(HO): Add your mythic tier to your Intelligence, Wisdom, and Charisma scores.
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-----Mighty Godling-----
• Martial Tradition: Tattooed Warrior
• Lineage Domain-Clandestine Inquisition:
---Disappear(Sp)(10 rounds)(10/day): You can become invisible as per the spell as a standard action. The invisibility lasts for 1 round per inquisitor level or until you attack. Uses: 3 + Wis.
---Blessed Secrecy(Su)(7/day): When you attempt a Bluff, Disguise, Sleight of Hand, or Stealth skill check, you can roll twice and take the more favorable result. Uses: Wis.
---Delayed Spells(Su)(1/day): You can delay the effects of a spell you cast by up to 1 round per level. You choose the duration of the delay when you cast the spell and can cause the spell to take effect immediately during the period of delay by concentrating as a standard action. Uses: 1/day + 1 for every 4 levels you have beyond 8th.
• Lineage Domain-Torture Inquisition:
---Torturer’s Presence(Ex): You gain a +2 bonus when using the Intimidate skill.
---Torturer’s Touch(Sp)(10/day): You may use touch of fatigue as a spell-like ability. Creatures that are immune to pain effects are immune to this touch. Uses: 3 + Wis.
---Critical Precision(Ex): When you roll a critical threat, you may expend one use of your torturer’s touch ability to add +4 on your critical confirmation roll.
• Divine Traits:
---Paramortal I: The godling suffers no penalties for lack of food or water, and does not suffer starvation or thirst. The godling ages only 1 year for every 2 years that pass.
---Paramortal II: : The godling suffers no penalties from the fatigued condition. A godling that is fatigued and gains the condition again becomes exhausted, as normal. The godling adds 60 feet to her darkvision’s range. The godling ages only 1 year for every 10 years that pass.
---Paramortal III: The godling does not need to sleep. If the godling has a class that grants spells that normally require a full night’s sleep, the godling instead regains spells once per day. The godling ages only 1 year for every 50 years that pass.
---Paramortal IV: The godling is never blinded, confused, deafened, fatigued, or exhausted. The godling does not age, and is immune to magical aging.
• Scion-Fear Hunter (Ex): You gain the keen scent ability, but it only applies to creatures that have been affected by a fear effect or condition within the past hour. You gain a +4 bonus on checks made to detect or locate creatures currently suffering a fear effect or condition.
• Scion-Force of Brawn(Su): Add your Str mod instead of any other ability scores to your saving throws.
• Scion-Retribution(Su): When you are hit by a melee attack, you may make a melee attack at your full attack bonus against the attacker. Alternatively, you may cast a touch or ranged touch spell with a casting time of 1 standard action or less at the attacker. Using this ability counts against your attacks of opportunity for the round, and you cannot use it if some condition or circumstance prevents you from making attacks of opportunity. [Uses:] 3 + Str.
• Scion-Violent Surge(Ex): When not in combat, you may make a Bluff check as a free action prior to starting combat. Every creature aware of you makes an opposed Perception or Sense Motive check (whichever is higher). If your Bluff check beats the check of every foe, the combat begins with a surprise round. Only you and allies who make a Perception/Sense Motive check that beats your Bluff may act in this surprise round. You suffer a -4 penalty to Initiative checks for a combat you start with a use of this feat.
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-----Youxia-----
• Combat Focus(Ex)(CMD:+5): Selects one weapon to be his wushu weapon. The youxia adds 1/2 his youxia level to his CMD when armed with his wushu weapon.
• Ki Pool(12/day): At 2nd level, a youxia gains a pool of ki points. The number of points in a youxia’s ki pool is equal to 1/2 his youxia level + his Wisdom modifier.
• Ki Talents: Gain a youxia talent every 2nd level.
---Dance of Sixteen Fists(Su)(5 images)(10 rounds): As a swift action, the youxia may spend one ki point to create illusionary duplicates that match his movements. This acts as the mirror image spell except that it creates a maximum number of images equal to 1/2 his youxia level and only lasts for 1 round/level.
---Inner Focus(Su): As a swift action, the youxia can spend one ki point to add a +4 bonus to any single skill check he makes.
---Ki Strike(Su): As long as the youxia has at least 1 point in his ki pool, his attacks with his wushu weapon may count as ki strikes, allowing the weapon to be treated as magic for the purpose of overcoming damage reduction. If the youxia is 10th level or higher, his ki strike also counts as silver. At 16th level, the youxia’s ki strike is treated as adamantine for the purpose of overcoming damage reduction and bypassing hardness.
---No-Shadow Step(Su): As an immediate action, the youxia may spend one ki point whenever he fails a saving throw. The youxia then rerolls the saving throw with the same bonus and must use the second result, even if it is worse than the first.
---Strong Wushu(Ex): As long as the youxia has at least one ki point in his ki pool, he may treat any weapon he is proficient with as his wushu weapon.
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-----Physical Exemplar-----
• Prowess(Ex): Gain a +1 bonus to Fortitude and Reflex saves. Gain 1 hit point at every level.
• Exercise(Ex): At 2nd, 6th, and every 4 levels thereafter, increase Strength by +1.
• Practice(Ex): Gain a bonus feat every 5th level.
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-----Eliciter (Fright Wight)-----
• Casting: An eliciter is a Mid-Caster, and uses Charisma as his casting ability modifier.
• Spell Pool: Gains spell points equal to his level + his Charisma modifier.
• Somatic Casting(x2): You must gesture to cast spells, requiring you to have at least 1 hand unoccupied.
• Boon-Easy Focus: When maintaining a sphere ability through concentration, you only need to spend a move action to maintain concentration.
• Enchanter: An eliciter gains the Mind sphere as a bonus sphere and treats his class level as his caster level for this sphere.
• Persuasive(Su)(+3): An eliciter gains a +2 bonus to the DCs of his Mind sphere abilities and eliciter class features, as well as Bluff, Diplomacy, and Intimidate checks. These bonuses increase by 1 at 6th, 12th, and 18th level.
• Fear’s Herald: All enemies within 10 ft. of the fright wright take a -4 penalty on saving throws against fear effects. Creatures normally immune to fear lose that immunity while within 10 ft. of the fright wright. A creature maintains their immunity to fear effects if they have 4 more Hit Dice than the fright wright has class levels. Add the fright wright's Charisma modifier to the magic skill check.
• Hypnotism(Su)(DC:28)(8/day): The eliciter targets a single creature within Close range and is able to see and hear him. As a standard action, the eliciter may use hypnotism. When hypnotizing a target, the eliciter chooses one effect from the list below. The DC is equal to 10 + 1/2 his eliciter level + his Charisma modifier + his Persuasive bonus. Hypnotism is a mind-affecting ability. An eliciter may target themselves with their own hypnotism, even if they can’t see or hear themselves.
---Debilitating Fear: The fright wright may instill the staggered condition on his target for a number of rounds equal to his eliciter level. This is a fear effect.
---Terrorize: Give the target a penalty to their Will saving throws equal to the eliciter's Persuasive bonus(no save) for a number of rounds equal to his Charisma modifier. While a target is affected in this manner, the eliciter does not gain his Persuasive bonus to eliciter abilities and Mind sphere effects against that target.
---Inspire Greatness: At 10th level, the eliciter may use hypnotism to instill the target with the effects of the inspire greatness bardic performance for a number of rounds equal to his Charisma modifier.
• Emotions: All emotions are mind-affecting effects. The DC for emotions is equal to 10 + 1/2 the eliciter’s level + the eliciter’s Charisma modifier + his persuasive bonus.
---Touch of Joy(Su):: You can touch a willing creature as a standard action, filling it with elation and confidence in all it undertakes. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
---Lingering Joy: The effects of your touch of joy ability last for 2 rounds instead of 1.
• Phobic Bulwark: The fright wright is immune to fear. If the fright wright is conscious, each ally within 10 ft. of his gains a morale bonus on saving throws against fear effects equal to his Persuasive bonus.
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-----Weapon Champion-----
• Favored Weapons(Ex)-Natural: The weapon champion selects a group of weapons to act as his favored weapons.
• Weapon Advantage(Ex)(x5): Gain +1 to Intimidate checks made while armed with a favored weapon.
• Weapon Dominance(Ex)(x2): Gain +1 to attacks and damage with favored weapons.
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-----Draconic Hero-----
• Draconic Essence(Ex)(Time)(Outer): The draconic hero gains a draconic essence.
---Watchful: | Energy: electricity | Breath Weapon: cone(1d6) | Compulsion(DC:27): The draconic exemplar must make a Will save(DC=10 + ½ character level + Charisma modifier) or ignore any combat encounter, preferring to watch and wait. He gains a new save at the end of each round he is attacked. He ignores this compulsion if a creature or effect would interfere with the natural temporal order. If it is an ally doing so, the draconic exemplar must make a Will save not to attack them. He can attempt a new save each round until successful.
• Dracomorphosis(Ex): The draconic hero increases his size to Medium, adjusting the base damage of his natural attacks accordingly. He gains two secondary wing attacks. The reach of his bite attack increases to 10 feet. He gains a +2 size bonus to Strength and a +2 size bonus to his natural armor bonus to AC.
---At 10th level, the draconic hero increases his size to Large, adjusting the base damage of his natural attacks accordingly. He gains a secondary tail slap attack that deals 1d8+1½ times his Strength modifier points of damage. He gains an additional +2 size bonus to Strength, a +2 size bonus to Constitution, and reduces his Dexterity by 2. He has poor maneuverability while flying. His size bonus to his natural armor bonus to AC increases to +5.
• Powerful Spellcasting(Su)(+2): Every 5th level, the draconic hero gains a +1 bonus on caster level checks to overcome spell resistance.
• Elemental Affinity(Ex)(Air): The draconic exemplar can see through fog, clouds and similar effects, ignoring any concealment provided by them. His maneuverability while flying improves one category.
• Overland Flight(Ex): The draconic exemplar increases his base fly speed by 30 feet for every size category larger than Medium that he has attained. In addition, he only checks for nonlethal damage once every 2 hours instead of every hour when attempting a hustle or forced march while flying.
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-----Rogue(10)-----
• Trapfinding: A rogue adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks. A rogue can use Disable Device to disarm magic traps.
• Sneak Attack(5d6): The rogue’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC, or when the rogue flanks his target.
• Evasion: On a successful Reflex save, the rogue takes no damage.
• Rogue Talents: Gain a rogue talent every even level.
---Crippling Strike(Ex): An opponent damaged by a sneak attack also takes 2 points of Strength damage.
---Fearsome Tattoos(x2): Gain a +4 bonus to Intimidate checks.
---Invisible Blade(Su): Vanishing trick is treated as greater invisibility.
---Trap Spotter(Ex): Whenever the rogue comes within 10 feet of a trap, he receives an immediate Perception skill check to notice the trap.
---Vanishing Trick(Su)(10 rounds): As a swift action, spend a ki point and disappear, as invisibility, for 1 round per level.
• Trap Sense(Ex)(+3): Gain a bonus on Reflex saves made to avoid traps and a dodge bonus to AC against attacks made by traps.
• Uncanny Dodge(Ex): A rogue cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized or if an opponent successfully uses the feint action against him.
• Improved Uncanny Dodge: Can no longer be flanked.
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-----Sphere: Athletics(2)-----
• Coordinated Movement: Whenever you take the withdraw action, you regain your martial focus.
• Fly: You do not need to make a Fly check to remain flying when moving less than half your speed on your turn and count as being one size larger when determining the effects of wind on you while flying.
• Run: You move five times your normal speed while running if carrying no more than a medium load, or four times your speed if wearing heavy armor or carrying a heavy load. If you make a jump after a running start, you gain a +4 bonus on your check. You retain your Dexterity bonus to your Armor Class while running.
• Swim: You may perform the charge and withdraw actions while swimming, and can make standard actions and attack actions without decreasing the duration for which you can hold your breath. A successful Swim check means you may move up to your base land speed as a full-round action or 1/2 your base land speed as a move action.
• Swift Movement: When you have martial focus, while using movement modes associated with the packages you possess, you gain a competence bonus to your speed of +10 ft. For every 5 ranks you possess in the skill associated with a movement type, your speed with that movement type increases by an additional 5 ft.
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-----Sphere: Equipment-----
• Unarmed Training: You may treat natural attacks you possess (except when using them as part of a full attack) as an unarmed strike.
• Unarmored Training(+5): When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless. This bonus is lost when you are under any shapeshift other than blank form, or are polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.
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-----Sphere: Gladiator(2)-----
• Boast(50'): As long as you have martial focus, after confirming a critical hit, reducing an enemy to 0 or fewer hit points, or succeeding on a combat maneuver, you may perform a boast as an immediate action. A creature must be able to see or hear you and have an Intelligence score to be affected. Boasts have a range of 25' + 5' per 2 ranks in Intimidate you possess.
• Prowess(boast): You may roll the next weapon attack you make before the end of your next turn twice and take the better result.
• Strike Fear: As a full-round action, you may expend martial focus to make an Intimidate check to demoralize all targets within 30 ft. of you who can both see and hear you. You may choose to take a -10 penalty on the check; if you do so you do not have to expend martial focus.
• Frightful: When you use the Intimidate skill to demoralize an opponent, you may make a shaken creature frightened by increasing the DC by +10 and a frightened creature panicked by increasing the DC by +20.
• Aura of Fear(Ex): All hostile creatures that come within close range must make a Will save or be shaken for as long as they remain within the area of effect +1d4 rounds. Once a creature has succeeded on this save, it is immune to your use of this ability for 24 hrs. If the creature is already shaken, it instead becomes frightened. Frightened creatures become panicked. Creatures with more Hit Dice than you are immune to this effect. You may suppress or resume this ability as a free action. This ability ceases to function if you are stunned, paralyzed, unconscious, dead, or otherwise incapacitated.
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-----Sphere: Dark-----
• Darkness: As a standard action, you may create a sphere of darkness with a radius of up to 10 ft + 5 ft per 2 caster levels, centered anywhere within Medium range. This darkness radiates from a central point, and cannot extend through walls.
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-----Sphere: Life-----
• Cure(1d8+14): As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half).
• Restore: As a standard action, you may touch a target and spend a spell point to restore their physical and mental health. If the condition targeted is part of an on-going effect, this suppresses the effect for a number of rounds equal to your caster level. This cannot be used to remove curses or instantaneous effects. This accomplishes all of the following: | Heals 1d4 points of ability damage to one ability score of your choice | Removes the fatigued condition, or lessens exhaustion to fatigued | Removes the sickened condition, or lessens nauseated to sickened | Removes the shaken condition, or lessens frightened to shaken, or panicked to frightened | Removes the staggered, dazzled, and battered conditions |
• Greater Healing(x1): Your cure effect heals 2 points per caster level instead of 1 point per caster level. You may take this talent a total of 4 times. Each time this talent is taken, increase the amount healed by 1 hit point per caster level.
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-----Sphere: Mind-----
• Charm: You may place charms on creatures.
• Suggestion: You may plant thoughts into a target’s mind.
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-----Sphere: Telekinesis-----
• Telekinesis(Medium)(Speed:25')(DC:23): As a standard action you can use telekinesis to lift one unattended object or willing creature within Close range and move it up to 20 ft, + 5 ft per 5 caster levels. The object levitates as long as you concentrate, have line of sight, and the object remains within Close range.
• Powerful Telekinesis: Increase the maximum sized object or creature you may affect with telekinesis by 1 size category.
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-----Sphere: Warp-----
• Teleport: You can spend a standard action to teleport yourself and up to a heavy load to any place within Close range. Alternately, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to Medium instead of Close. You must have line of sight to your destination.
• Bend Space: Bending space requires a standard action, and you must be touching the target or location to be affected.
• Extradimensional Storage: You gain a permanent extradimensional space that may hold up to 10 pounds per caster level of non-living material. You can create a portal to this extradimensional space within arm’s reach at will. Placing an object in this space or calling an object from this space requires a full-round action, but may be done as a swift action by spending a spell point. Living things and attended objects cannot be placed in your extradimensional storage. If you die, all contents of your extradimensional space appear in your square or the nearest unoccupied space.
• Ranged Teleport: You no longer need to be touching another creature in order to teleport them, although the creature must still be within Close range.
• Teleport Object: You may teleport objects independent of people. The object cannot weigh more than 10 pounds per caster level, and it cannot be in the possession of another creature. If a creature is willing, you may teleport the object directly into their hand or onto their person.
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-----Mythic Tier: 3 | Champion | Stranger |-----
• Bonus Hit Points(25): Whenever you gain a tier, you gain 5 bonus hp.
• Hard to Kill(Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check.
• Mythic Power(Su)(9/day): Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier.
• Surge(Su)(1d6): You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed.
• Fleet Charge(Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
• Surprise Strike(Ex): As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.
• Always a Chance(Ex): You don’t automatically miss when you roll a 1 on an attack roll.
• Blazing Speed(Ex): Your base land speed increases by 30 feet. When you run or charge, you can choose to leave a trail of fire 5 feet wide in each square you leave during your movement. You can spend one use of mythic power to gain the option to leave a trail of fire any time you leave a square until the start of your next turn. A creature entering the fire for the first time in a round takes 1d6 points of fire damage per tier you have. The fire burns for 1 hour per tier and can ignite flammable substances.
• Fleet Warrior(Ex): When making a full attack, you can move up to your speed either before or after your attacks. This movement provokes attacks of opportunity as normal.
• Impossible Speed(Ex): Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.
• Mythic Drain(Su): Whenever you confirm a critical hit against a creature that has mythic power, you steal one use of that creature’s mythic power and add it to your daily uses of mythic power. If you have a mythic feat or ability that has a daily limit on its use, you can use the stolen mythic power to recharge and activate one daily use of that ability, but this must be done within 1 minute of stealing the mythic power.
• Speed Surge(Ex): As a free action, you can expend one use of your mythic power to take an additional move action or to increase your speed by 10 feet times your mythic tier when you use the charge, run, or withdraw action.
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-----Template: Half-Dragon Abilities-----
• Ability Scores: | Str +8 | Con +6 | Int +2 | Cha +2 |
• Defense: Natural armor bonus improves by +4.
• Senses: | Darkvision: 60' | Low-light vision |
• Immunity: | Sleep | Paralysis | Electricity |
• Speed: A half-dragon has wings and can fly at twice his base land speed(average maneuverability).
• Breath Weapon(DC: 21): A half-dragon retains all the special attacks of the base creature and gains a breath weapon usable once per day based on the dragon type. The breath weapon deals 1d6 hit points of damage per racial HD possessed by the half-dragon (Reflex half; DC 10 + Con modifier).
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-----Low-Magic-Item Rules-----
• Stats: | Str:+5 | Dex:+2 | Con:+2 | Int:+2 | Wis:+2 | Cha:+4 |
• Competence(3): Gain a competence bonus to attack, damage, AC, saves, and initiative equal to one-third class level.
• Feats: At first level, third level, and every subsequent third level, gain one feat.
• Gift/Knack: At 4th level, and every subsequent 4th level, gain a bonus [Gift] or [Knack] feat.
• Advanced Techniques: Attacks have a 50% chance to strike incorporeal or ethereal targets.
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• Mythic: Denied(HO): You can use your Denied feat by expending a point of mythic power.
• Persuasive: Gain a +4 bonus on Diplomacy and Intimidate skill checks.
Dreadful Carnage/Nightmare Weaver
• No Breath(Ex): The draconic exemplar does not breathe, and is immune to effects that require breathing.
• Mythic: Weapon Focus(HO): When you make an attack roll with a weapon for which you have taken Weapon Focus, roll your attack twice and take the best result.